/* ======================================================================================================================= */
/* ============================================== Common ================================================================= */
/* ======================================================================================================================= */

// Callsigns for player in radio dialogs
if(player == RUM_CMD)then{RUM_COM_Callsign = "Alpha-1-1"};
if(player == RUM_CMD2)then{RUM_COM_Callsign = "Alpha-1-2"};
if(player == RUM_CMD3)then{RUM_COM_Callsign = "Alpha-1-3"};

// Settings for HQ Callsign and Mission title
RUM_RADIO_MissionName = "Operation RUM Test";
RUM_RADIO_AssetProvider = "TACCOM";

// ROE no fire zones; "markername" for each zone where calling for assets is restriced
RUM_ROE_nofire = ["base","Nur","Nagara"];

/* ======================================================================================================================= */
/* ============================================== Artillery ============================================================== */
/* ======================================================================================================================= */

/* 	Library of available batterys >> [artylogic_name,"Battery callsign","type of arty",number_of guns_in_battery]
	
	1) Create a group of guns and synchronize it a BIS Arty Module, then the name of the logic goes first in array.
	2) The "Battery callsign" can be anything you like, just used for radio and dialog.
	3) The type of arty can be "howitzer" (M119,D30) or "mortar" (M252,PODNOS) or "mlrs" (MLRS,GRAD).
 	4) number_of_guns_in_battery is crucual for determining real world rates of fire to go off in sequence.
 	Optional
 	1) Put "scootable" at the end of an array to be able to move that unit to a new firing position
*/

RUM_ArtyBatts = [
	[RUM_arty1,"M119 Battery Romeo","howitzer",4],
	[RUM_mort1,"M252 Battery Juliet","mortar",4],
	[RUM_mlrs1,"M270 Battery Victor","mlrs",3,"scootable"]
];

/* 	Rates of fire per minute Max and Sustained fire.
	Max is used for small and short fire missions and sustained is used for large and longer fire missions.
	HOW = "howitzer" type / MOR = "mortar" type / RLS = "mlrs" type
	Current settings are for default US systems.
*/

RUM_HOW_MAX = 6;
RUM_HOW_SUS = 3;
RUM_MOR_MAX = 25;
RUM_MOR_SUS = 12;
RUM_RLS_MAX = 12;
RUM_RLS_SUS = 12;

// Various Options
RUM_Arty_SpawnShells = false;							// false = shells are fired from the gun, true = shells spawn in the air (consider range and terrain requirements)
RUM_Arty_TargetingTypes = ["POLAR","GRID","LASER"];		// selection for methods of targeting ["POLAR","GRID","LASER"] are the only possible options, subtract or add a string as you wish

/* ======================================================================================================================= */
/* ============================================== Fixed Wing ============================================================= */
/* ======================================================================================================================= */

/* 	Library of available aircraft at an airport >> [plane_name,"plane_callsign",plane_home_object,runway_object,runway_egress,runway_ingress,max_payload_size]

	1) Create a plane and give it a name, which goes first in the array.
	2) Give a string for a callsign to use to identify the plane.
	3) Create an object (i.e. invisible Heli Pad) and name it, for the plane to sit off the runway when inactive.
	4) Another object at the startpoint of the runway where it will take off from.
	5) Another object at the end or outgoing point of the runway.
	6) Another object at the start or inbound point farther out from the runway by several hundred meters.
	7) The number of munitions allowed for the particular aircraft.
*/

RUM_FXDAircraft = [
	[RUM_FXD11,"A10 'Goose'",RUM_FXD11_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,4,"cas"],
	[RUM_FXD12,"A10 'Maverick'",RUM_FXD12_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,4,"cas"],
	[RUM_FXD13,"A10 'ICE Man'",RUM_FXD13_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,4,"cap"]
];

/* 	Library of available aircraft for instantaneous flight from a static spawn point>> ["plane_name_string","plane_callsign","classname",spawnpoint_name,max_payload_size]

	1) Makeup a unique plane name, AS A STRING, which goes first in the array.
	2) Create a string to name the aircraft.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.
	5) The number of munitions allowed for the particular aircraft.	
*/

RUM_FXDAircraft_Spawn = [
	["RUM_FXD101","A-10 'Slider'","A10_US_EP1",RUM_FixedSpawn,4,"cas"],
	["RUM_FXD102","F-35B 'Merlin'","F35B",RUM_FixedSpawn,2,"cas","cap"],
	["RUM_FXD103","F-35B 'Joker'","F35B",RUM_FixedSpawn,2,"cas","cap"]
];

/* 	Library of available aircrft on station>> [[payload],[library_array]]

	To use, make sure an aircraft is flying in the air from mission editor.
	1) Array of payload on board the aircraft. Only use the following... "JDAM","CBU(AP)","CBU(AT)","CBU(M)" Max is 6!
	2) Array exactly like that in the library of RUM_FXDAircraft or RUM_FXDAircraft_Spawn depending on RUM_FXD_NonSpawn.
*/

RUM_FXDAircraft_onStation = [
	// Spawn method to place a stationed fixed wing and use with RUM Spawn
	//[["JDAM","JDAM"],["RUM_FXD108","A10 'Dragon'","A10_US_EP1",RUM_FixedSpawn,4,RUM_FXD108]]
	
	// Static airport method to place a stationed fixed wing and use with RUM Airport
	[["JDAM","CBU(AP)"],[RUM_FXD108,"A10 'Dragon'",RUM_FXD108_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,2]]
];

// Various Options
RUM_FXD_Pilot = "USMC_Soldier_Pilot";		// class name for the pilots used
RUM_FXD_Rspwn = false; 						// false = no respawn, true = respawn (only when RUM_FXD_NonSpawn = true)
RUM_FXD_RspwnTime = 30; 					// time delay for respawn
RUM_FXD_NumRspwn = 0; 						// number of respawns, 0 = infinity
RUM_FXD_NonSpawn = true;					// true = uses airport list of aircraft, false = uses static spawn list of aircraft
RUM_FXD_ReSupTime = 60;						// time it takes before the plane can be refitted for another bombing run
RUM_FXD_flyHeight = 350;					// height in meters the aircraft will fly at
RUM_FXD_flightCheckIn = false;				// when true the flight checking will be done for on station aircraft at mission start
RUM_FXD_bombClass = "Bo_Mk82";				// classname of bomb; i.e. "Bo_Mk82" (for A2) or "Bo_GBU12_LGB" (for A2:OA)
RUM_FXD_bombClassLGB = "Bo_GBU12_LGB"; 		// classname of bomb used for LGB; 
RUM_FXD_bombClassCBUAP = "Bo_Mk82";			// classname of bomb used for CBU(AP);
RUM_FXD_bombClassCBUAT = "Bo_Mk82";			// classname of bomb used for CBU(AT);
RUM_FXD_bombClassCBUM = "Bo_Mk82"; 			// classname of bomb used for CBU(M);
RUM_FXD_bombList = ["JDAM","CBU(AP)","CBU(AT)","CBU(M)"];		// List of available munitions, "JDAM","CBU(AP)","CBU(AT)","CBU(M)" are only strings possible (case sensitive)

/* ======================================================================================================================= */
/* ============================================== Attack Helo ============================================================ */
/* ======================================================================================================================= */

/* 	Library of available aircraft at an airport >> [helo_name,"plane_callsign",helo_home_object,runway_object,runway_egress,runway_ingress]

	1) Create a helo and give it a name, which goes first in the array.
	2) Give a string for a callsign to use to identify the plane.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Create an object (i.e. invisible Heli Pad) and name it, for the plane to sit off the runway when inactive.
	5) Another object at the startpoint of the runway where it will take off from.
	6) Another object at the end or outgoing point of the runway.
	7) Another object at the start or inbound point farther out from the runway by several hundred meters.
	Optional
	1) Put at the end "atgm" for direct fire with ATGM, and the weapon classname used directly after it. eg: "atgm","HellfireLauncher"
		2a) Setting up value for ACE version of hellfire. eg: cobra uses ACE_HellFireLauncher and the Apache doesn't.
	1a) ATGM - Air to Ground Missile (ie: hellfire missiles {laser guided}
	1b) SFS - Suppressive Fire Support (ie: mounted chaingun or machine gun turret {laser directed})
*/

RUM_AHelAircraft = [
	[RUM_AHEL21,"AH-64D 'Cobra'",RUM_AHEL21_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"atgm","HellFireLauncher","sfs","M230"],
	[RUM_AHEL22,"AH-64D 'Rattlesnake'",RUM_AHEL22_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"atgm","HellFireLauncher","sfs","M230"],
	[RUM_AHEL24,"AH-64D 'Python'",RUM_AHEL24_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"atgm","HellFireLauncher","sfs","M230"]
];

/* 	Library of available aircrft on station >>
 
Spawned Helos >> ["helo_name_string","helo_callsign","Classname",helo_home_object,runway_object,runway_egress,runway_ingress]
Static Helos >>  ["helo_name_string","helo_callsign",helo_home_object,runway_object,runway_egress,runway_ingress]

	To use, make sure an aircraft is flying in the air from mission editor.
	Add array exactly like that in the library of RUM_FXDAircraft or RUM_FXDAircraft_Spawn depending on RUM_FXD_NonSpawn.
	Just for example(Spawned): ["RUM_AHEL7","AH-64 'Copperhead'","AH64D",RUM_AHEL_ASpad,"atgm","HellfireLauncher",RUM_AHEL7]
	
	Note - Spawn method requires a vehicle classname and editor placed items (Static) do not .
*/

// If using static, then uncomment (uncommented by default as test mission uses static) and make sure to comment out the spawned version. To use Spawned version, comment out the static version and uncomment the spawned version.

RUM_AHelAircraft_onStation = [
	// Spawn method to place a stationed attack helo and use with RUM Spawn
	// ["RUM_AHEL23","AH-64 'Kubla-Khan'","AH64D",RUM_AHelSpawn,"atgm","HellfireLauncher","sfs","M230",RUM_AHEL23]
	
	// Static airport (non-spawn) method to place a stationed attack helo and use with RUM Airport.
	[RUM_AHEL23,"AH-64 'Kubla-Khan'",RUM_AHEL23_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"atgm","HellfireLauncher","sfs","M230"]
];

/* 	Library of available aircraft for instantaneous flight from a static spawn point>> ["helo_name_string","helo_callsign","classname",spawnpoint_name]

	1) Makeup a unique helo name, AS A STRING, which goes first in the array.
	2) Create a string to name the aircraft.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.	
	Optional
	1) Put at the end "atgm" for direct fire with ATGM, and the weapon classname used directly after it. eg: "atgm","HellfireLauncher". If using ACE, the AH-1Z Cobra needs to have the Hellfire changed to ACE_Hellfire, the AH-64D Apache does not require this change.
	1a) ATGM - Air to Ground Missile (ie: hellfire missiles {laser guided}
	1b) SFS - Suppressive Fire Support (ie: mounted chaingun or machine gun turret {laser directed})
*/

RUM_AHelAircraft_Spawn = [
	["RUM_AHEL21","AH-6J 'Wasp'","AH6J_EP1",RUM_AHelSpawn,RUM_AHEL21],
	["RUM_AHEL22","AH-64 'Cottonmouth'","AH64D",RUM_AHelSpawn,"atgm","HellfireLauncher","sfs","M230",RUM_AHEL22],
	["RUM_AHEL23","AH-64 'Diamondback'","AH64D",RUM_AHelSpawn,"atgm","HellfireLauncher","sfs","M230",RUM_AHEL23],
	["RUM_AHEL24","AH-1Z 'Cobra'","AH1Z",RUM_AHelSpawn,"atgm","HellfireLauncher","sfs","M197",RUM_AHEL24],
	["RUM_AHEL25","AH-1Z 'Rattler'","AH1Z",RUM_AHelSpawn,"atgm","HellfireLauncher","sfs","M197",RUM_AHEL25]
];

// Various Options
RUM_AHEL_Pilot = "US_Soldier_Pilot_EP1";	// class name for the pilots used
RUM_AHEL_Rspwn = false; 					// false = no respawn, true = respawn (only when RUM_AHEL_NonSpawn = true)
RUM_AHEL_RspwnTime = 1200; 					// time delay for respawn
RUM_AHEL_RspwnDesTime = 600;				// time it takes before the helo will respawn if deserted, 0 = never
RUM_AHEL_RspwnDestroy = false;				// true = destroy vehicle before despawn/vanish; false = just despawns/vanishes, no destroyed effect
RUM_AHEL_NumRspwn = 0; 						// number of respawns, 0 = infinity
RUM_AHEL_DriverGunnerLock = true; 			// true = locks the drive and gunner seats; false = will unlock the gunner and driver for AI or Human use
RUM_AHEL_NonSpawn = false;					// true = uses airport list of aircraft, false = uses spawn list of aircraft
RUM_AHEL_ReSupTime = 600;					// time it takes before the plane can be refitted for another bombing run
RUM_AHEL_flyHeight = 90;					// height in meters the aircraft will fly at
RUM_AHEL_flyStationHeight = 18;				// height in meters the aircraft will hover at while on station
RUM_AHEL_flyFireHeight = 65;				// height in meters the aircraft will raise up to when firing ATGM or SFS
RUM_AHEL_flightCheckIn = false;				// when true the flight checking will be done for on station aircraft at mission start

/* ======================================================================================================================= */
/* ============================================== Transport ============================================================== */
/* ======================================================================================================================= */

/* 	Library of available aircraft at an airport >> [helo_name,"plane_callsign",helo_home_object,runway_object,runway_egress,runway_ingress]

	1) Create a helo and give it a name, which goes first in the array.
	2) Give a string for a callsign to use to identify the plane.
	3) Create an object (i.e. Game Logic) and name it, for the plane to sit off the runway when inactive.
	4) Another object (i.e. Game Logic) at the startpoint of the runway where it will take off from.
	5) Another object (i.e. Game Logic) at the end or outgoing point of the runway.
	6) Another object (i.e. Game Logic) at the start or inbound point farther out from the runway by several hundred meters.
*/

RUM_THelAircraft = [
	[RUM_THEL31,"MH-60S 'NightHawk'",RUM_THEL31_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"combat","fastrope","para"],
	[RUM_THEL32,"MH-60S 'Percy'",RUM_THEL32_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"combat","fastrope","para"],
	[RUM_THEL33,"CH-47F 'Workhorse'",RUM_THEL33_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"combat","para"],
	[RUM_TPLN35,"MV-22 'Osprey'",RUM_TPLN35_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,"para"]
];

/* A	Library of available aircraft for instantaneous flight from a static spawn point>> ["helo_name_string","helo_callsign","classname",spawnpoint_name,"Custom Init","Helo Options"]

	1) Makeup a unique helo name, AS A STRING, which goes first in the array.
	2) Create a string to name the aircraft.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.	
	5) Optional - Put a custom init in the section of the array named "init" above for the array elements below. ex: null = [this, ""Basic""] call compile preprocessFile RUM_PATH+""Transport\VehicleInitOptions.sqf""; has already been placed and can be used or changed. It has a Basic setting which removes all weapons and cargo from the vehicle. These settings can be changed in the "RUM\Transport\VehicleInitOptions.sqf" file.
	6) Optional - add to the end of the array, options for the vehicle, see the example above for placement under "Helo Options". Each option must be seperated by a comma as they are in this example: "combat","para","halo","fastrope" - these are also the options that can be entered - some of these options require additional addons like ACE or Norrins Fastrope to be installed properly to function.
*/

RUM_THelAircraft_Spawn = [
	["RUM_THEL302","MH-60K 'Parrot'","UH60M_EP1",RUM_THelSpawn,"null = [this, ""UH60G""] call compile preprocessFile ""RUM\Transport\VehicleInitOptions.sqf"";","combat","fastrope","para"],
	["RUM_THEL303","CH-47 'Eagle'","CH_47F_EP1",RUM_THelSpawn,"null = [this, ""CH47""] call compile preprocessFile ""RUM\Transport\VehicleInitOptions.sqf"";","combat","fastrope","para"],
	["RUM_THEL304","MV-22 'Osprey'","MV22",RUM_THelSpawn,"null = [this, ""MV22""] call compile preprocessFile ""RUM\Transport\VehicleInitOptions.sqf"";","para"]
];

// Various Options
RUM_THEL_Pilot = "US_Soldier_Pilot_EP1";	// class name for the pilots used
RUM_THEL_Rspwn = false;	 					// false = no respawn, true = respawn (only when RUM_AHEL_NonSpawn = true)
RUM_THEL_RspwnTime = 1200;					// time delay for to respawn another helo when its been destroyed
RUM_THel_RspwnDesTime = 600;				// time it takes before the helo will respawn if deserted, 0 = never
RUM_THel_RspwnDestroy = false;				// true = destroy vehicle before despawn/vanish; false = just despawns/vanishes, no destroyed effect
RUM_THEL_NumRspwn = 4; 						// number of times the helo will respawn, 0 = infinity
RUM_THEL_ReSupTime = 600;					// time it takes before the plane can be refitted for another run
RUM_THEL_NonSpawn = false; 					// true = uses airport list of aircraft, false = uses spawn list of aircraft
RUM_THEL_DriverLock = true; 				// true = locks the driver seat; false = unlocks the driver seat for AI/Human use
RUM_THEL_TurretLock = true; 				// true = locks the turret seat; false = unlocks the turret(s) seat for AI/Human use
RUM_THEL_flyHeight = 75;					// height in meters the aircraft will fly at (helo)
RUM_THEL_flyHeightPLN = 300;				// height in meters the aircraft will fly at (plane)
RUM_THEL_flyHeightHALO = 2500;				// height in meters the aircraft will fly at for a HALO Jump insertion
RUM_THEL_flyHeightPara = 200;				// height in meters the aircraft will fly when on a paradrop insertion
RUM_THEL_smokeLZ = true;					// autogen a smoke grenade at the LZ for pickup
RUM_THEL_Options = true;					// enables equipped vehicles to open their doors and ramps when landing, taking off, or para/halo jumping. (eg: MV22, USEC CH53E)
RUM_THEL_invisibleH = true;					// autogen an inivisble H-pad to aid landing at the LZ, true = on; false is off (off will let the helo decide where to land)

/* ======================================================================================================================= */
/* ============================================== Supply ================================================================= */
/* ======================================================================================================================= */

/* 	Library of available aircraft at an airport >> [helo_name,"plane_callsign",helo_home_object,runway_object,runway_egress,runway_ingress]

	1) Create a helo and give it a name, which goes first in the array.
	2) Give a string for a callsign to use to identify the plane.
	3) Create an object (i.e. invisible Heli Pad) and name it, for the plane to sit off the runway when inactive.
	4) Another object at the startpoint of the runway where it will take off from.
	5) Another object at the end or outgoing point of the runway.
	6) Another object at the start or inbound point farther out from the runway by several hundred meters.
	7) Can set the load capacity in arbitrary units to determine if a given helicopter can lift a certain payload.
	Optional 
	1) add "plane" in the array so that the aircraft can't use a sling load
*/

RUM_SUPAircraft = [
	[RUM_THEL33,"CH47 'Sockeye'",RUM_THEL33_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,39651],
	[RUM_TPLN34,"HC-130 'Percy'",RUM_TPLN34_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,45050,"plane"],
	[RUM_TPLN35,"MV-22 'Osprey'",RUM_TPLN35_HOME,RUM_Airport,RUM_Airport_egress,RUM_Airport_ingress,12400,"plane"]
];

/* 	Library of available aircraft for instantaneous flight from a static spawn point>> ["helo_name_string","helo_callsign","classname",spawnpoint_name]

	1) Makeup a unique helo name, AS A STRING, which goes first in the array.
	2) Create a string to name the aircraft.
	3) Put in the cfgVehicles classname of the aircraft to be spawned.
	4) Put in the name of an object placed in the editor for spawn location, azimuth of object matters.	
*/

RUM_SUPAircraft_Spawn = [
	["RUM_THEL401","UH-60S 'Macaw'","UH60M_EP1",RUM_SUPSpawn,17564],
	["RUM_THEL402","CH-47 'Mad Dog'","CH_47F_EP1",RUM_SUPSpawn,39651],
	["RUM_THEL403","HC-130 'Percy'","C130J_US_EP1",RUM_SUPPLNSpawn,46700,"plane"],
	["RUM_THEL404","MV-22 'Osprey'","MV22",RUM_SUPPLNSpawn,12400,"plane"]
];

/* 	Library of Supply drops>> ["Description","classname","init",weight]

	1) Make up a description name to be used in the dialog.
	2) Add the classname in the cfgVehicles of the object to be dropeed.
	3) Put in an init line to be used on the spawned object (i.e. ammocrate filler scripts); mind the syntax change in the quotes
	4) Weight of payload item, (arbitrary units)
*/

RUM_SUP_Payload = [
	["--- Munitions","","",0],
	["General Munitions","USVehicleBox","",1800],
	["Sniper Munitions","USBasicWeapons_EP1","",675],
	["Launcher Munitions","USBasicWeapons_EP1","",550],
	["Ordnance Munitions","USBasicWeapons_EP1","",770],
	["--- Logistics","","",0],
	["Building Supplies1","Land_Misc_Cargo1E_EP1","",24770,"BCont1"],
	["Repair Truck","MTVRRepair","",19651,"RepTrk1"],
	["Fuel Truck","MTVRRefuel","",32487,"FuTrk1"],
	["Ammo Truck","MTVRReammo","",27289,"AmTrk1"],
	["--- Vehicles","","",0],
	["HMMWV M2","HMMWV_M2","",8750,"HMMVM2"],
	["--- APC/HQ","","",0],
	["Mobile HQ","LAV25_HQ","",26700,"MHQ"],
	["--- Water Craft","","",0],
	["CRRC Boat","Zodiac","",1200],
	["RHIB Mk19","RHIB2Turret","",3700],
	["RHIB","RHIB","",3470],
	["--- Static Defense","","",0],
	["M119 Howitzer","M119_US_EP1","",1900]

];

// Various Options
RUM_SUP_Pilot = "US_Soldier_Pilot_EP1";		// class name for the pilots used
RUM_SUP_Rspwn = false; 						// false = no respawn, true = respawn (only when RUM_AHEL_NonSpawn = true)
RUM_SUP_RspwnTime = 1200;					// time delay for respawn
RUM_SUP_NumRspwn = 2; 						// number of respawns, 0 = infinity
RUM_SUP_NonSpawn = true; 					// true = uses airport list of aircraft, false = uses spawn list of aircraft
RUM_SUP_ReSupTime = 20;						// time it takes before the plane can be refitted for another run
RUM_SUP_flyHeight = 90;						// height in meters the aircraft will fly at enroute to/from drop zone (helo)
RUM_SUP_flyDropHeight = 70;					// height in meters the "Helo" will fly at into drop zone to drop its payload 
RUM_SUP_flyHeightPLN = 275;					// height in meters the aircraft will fly at enroute to/from drop zone (fxd wing)
RUM_SUP_flyDropHeightPLN = 125;				// height in meters the "Plane" will fly at into drop zone to drop its payload
RUM_SUP_payloadParaLimit = 1000;			// parachute weight limit (arbitrary units)
RUM_SUP_payloadMedHeloLimit = 11500;		// weight limit for medium sized helicopter to be able to sling load. (ex: UH60 blackhawk = 11500lbs, a UH1 = 5100lbs)
RUM_SUP_smoke = true;						// the dropped item will have snomke go off when it touches down
RUM_SUP_slingLoad = true;					// allows for sling loading, make false if not using appropriate addons
RUM_SUP_Options = true;						// enables equipped vehicles to open their doors and ramps when landing and taking off. (Currently enabled: MV22)


if(true)exitWith{[] execVM (RUM_PATH+"RUM_init.sqf");};